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Is it wrong to play violent video games?
1 references·13 citing·42 second hop
Is it wrong to play violent video games? (2001)Is it wrong to play violent video games?Foundations of the Metaphysics of Morals (2020)Foundations of the Metaphysic…Resisting the Gamer’s Dilemma (2022)Resisting the Gamer’s DilemmaVirtue and Vice in Our Relationships with Robots: Is There an Asymmetry and How Might it be Explained? (2020)Virtue and Vice in Our Relati…How to Use Virtue Ethics for Thinking About the Moral Standing of Social Robots: A Relational Interpretation in Terms of Practices, Habits, and Performance (2020)How to Use Virtue Ethics for …How to (dis)solve the Gamer’s Dilemma (2020)How to (dis)solve the Gamer’s…Data-Driven Game Development: Ethical Considerations (2020)Data-Driven Game Development:…Robots, Rape, and Representation (2017)Robots, Rape, and Representat…A new solution to the gamer’s dilemma (2015)A new solution to the gamer’s…Virtual Reality and Computer Simulation (2014)Virtual Reality and Computer …Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010)Just a Game? Unjustified Virt…The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia (2008)The gamer’s dilemma: An analy…A Humean approach to assessing the moral significance of ultra-violent video games (2008)A Humean approach to assessin…A Brief Review of Digital Games and Learning (2007)A Brief Review of Digital Gam…Evaluating the social and cultural implications of the internet (2005)Evaluating the social and cul…Morals in Fiction and Fictional Morality (1994)Internet Fantasy Violence: A Test of Aggression in an Online Game (2005)Violent Video Games and Aggression (2008)The media equation: how people treat computers, television, and new media like real people and places (1997)On seeing human: A three-factor theory of anthropomorphism. (2007)Handbook of Social Cognition (2014)The Process of Education (1960)The Reflective Practitioner: How Professionals Think in Action (1985)What Video Games Have to Teach Us about Learning and Literacy (2004)Are You Ready to Teach Secondary Mathematics in the 21stCentury? (2013)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)Freemium Pricing in Digital Games with Virtual Currency (2021)The Art of Videogames (2009)Has Ali dissolved the gamer’s dilemma? (2018)Splintering the gamer’s dilemma: moral intuitions, motivational assumptions, and action prototypes (2019)Homo Ludens: A Study of the Play-Element in Culture. (1951)Feminism Unmodified: Discourses on Life and Law (1988)Rules of Play: Game Design Fundamentals (2003)Robots And Racism (2018)Design, Use, and Effects of Sex Dolls and Sex Robots: Scoping Review (2020)Robot Autonomy vs. Human Autonomy: Social Robots, Artificial Intelligence (AI), and the Nature of Autonomy (2021)Behavioral Study of obedience. (1963)A Virtual Reprise of the Stanley Milgram Obedience Experiments (2006)Diagnostic and Statistical Manual of Mental Disorders (2013)On Virtue Ethics (1999)Intelligent Virtue (2011)Social robots for education: A review (2018)The Moral Consideration of Artificial Entities: A Literature Review (2021)Artificial virtuous agents in a multi-agent tragedy of the commons (2022)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)The ethics of artificial intelligence (2014)'It's Reducing a Human Being to a Percentage' (2018)Adoption of Explainable Artificial Intelligence in Retail Investors’ Decision-Making : Evidence from India (2026)After Virtue: A Study in Moral Theory (1984)The Logic of Practice (1990)Distinction: A Social Critique of the Judgement of Taste* (2018)Robot Responsibility and Moral Community (2021)Living with AI personal assistant: an ethical appraisal (2023)Appraising Regulatory Framework Towards Artificial General Intelligence (AGI) Under Digital Humanism (2024)Toward the development of a multidimensional scale for improving evaluations of Business Ethics (1990)Toward A Unified Conception Of Business Ethics: Integrative Social Contracts Theory (1994)Who Sees Human? (2010)
this work references cited by second hop

References

  • 2020Foundations of the Metaphysics of Morals1,898 cited

Cited by

  • 2017Robots, Rape, and Representation195 cited
  • 2010Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players142 cited
  • 2008The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia128 cited
  • 2007A Brief Review of Digital Games and Learning77 cited
  • 2015A new solution to the gamer’s dilemma61 cited
  • 2020Virtue and Vice in Our Relationships with Robots: Is There an Asymmetry and How Might it be Explained?57 cited
  • 2020How to Use Virtue Ethics for Thinking About the Moral Standing of Social Robots: A Relational Interpretation in Terms of Practices, Habits, and Performance55 cited
  • 2020Data-Driven Game Development: Ethical Considerations35 cited
  • 2020How to (dis)solve the Gamer’s Dilemma27 cited
  • 2014Virtual Reality and Computer Simulation25 cited
  • 2022Resisting the Gamer’s Dilemma25 cited
  • 2008A Humean approach to assessing the moral significance of ultra-violent video games25 cited
  • 2005Evaluating the social and cultural implications of the internet5 cited

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